An Extra Primarch

Should the Quest switch to a Narrative Base?

  • Yes, it will streamline things.

    Votes: 345 40.5%
  • No, I prefer the current system.

    Votes: 127 14.9%
  • Yes, but not until the Crusade begins/Prologue ends.

    Votes: 379 44.5%

  • Total voters
    851
So, since we haven't met up with the Mechanicus and Big E, we probably don't have imperial construction styles. Anybody got any pics of cool space ships floating around?

Edit: I know you're average imperial ship actually does ok due to the bullshitium called Adamantium, and Plasma reactors, but it's design in terms of firing arcs and thruster placement is kind of...lacking.
 
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That would be an Invention action, which is considered a Minor Action.
Hm, what about some kind of psychic focus allowing us to channel the efforts of other allied psykers for greater combined effect under our vastly better control, for the purpose of taking over whole fleets or swatting them out of the sky, rather than each individual psyker killing a few dozen Orks?
 
Hm, what about some kind of psychic focus allowing us to channel the efforts of other allied psykers for greater combined effect under our vastly better control, for the purpose of taking over whole fleets or swatting them out of the sky, rather than each individual psyker killing a few dozen Orks?

would really like a higher invention and forging skill first
 
[X] Plan Buildup Planet and Ourselves, Psyker 200
-[X][MAJOR] Crystal Research
-[X][MAJOR] Crystal Weapon Research
-[X][MAJOR] Runic Research?
-[X][MAJOR] Ship Building (Cruiser)
-[X][MAJOR] Ship Building (Escorts)
-[X][MAJOR] Invention Project- Anti Warp Corruption Artifacts that can be set around children (namely our sibling)
-[X][MAJOR] Train Intrigue
-[X][MAJOR] Train Power
-[X][MAJOR] Train: Control
-[X][MAJOR] Train: Control 2
-[X][MAJOR] Train: Control 3
-[X][MINOR] SL: Albert Salnus
-[X][MINOR] SL: Celestine Salnus
-[X][MINOR] SL: ??? Cazanus
-[X][MINOR] SL: Samantha ???
-[X][MINOR] SL: George Yorev
-[X][MINOR] SL: Emily Watts
-[X][MINOR] SL: Captain Matt of the Defenders
-[X][MINOR] SL: Gerald Newton
-[X][MINOR] SL: General Richards
-[X][MINOR] SL: Herman Jerun
-[X][MINOR] Train: Psyker Esoteric
-[X][MINOR] Train: Psyker Esoteric 2
-[X][CRYSTAL] Power

Okay need two more major actions, but taking the crystals to get control 30, power 45 (including natural growth of 1).
This gets us the Psyker All 200 and 150 perk, plus opens up two more tags to be deployed. Also the Orks arrive at the END of turn 15 which gives us 7 turns of actions. We will also get the Invention All 100 perk this turn. I need two more major actions, so open to suggestions there.

Edit: Added in Forge master trainer which just puts us shy of the all 100 for forging.

Edit: Added intrigue training as it is our lowest stat and we need to train it and diplomacy to 25 for the all 25 stat perk (which is amazing), Combat will be taken care of on turn 11 from the crystals. We need 10 intrigue and 5 diplomacy, and intrigue has the highest chance of success though both will increase as we continue to SL our parents.
Rather than a bunch of SL's and Intrigue which is trying to spread out, I'd rather we up our Advanced skills or Forging and Invention.
 
@Void Stalker we get double innovation actions due to toolbots, so we can start another project with your plan.

We should think up another invention. Maybe something like a constructor ship, taking advantage of replicator tech to make shipbuilding more efficient?

Or we could start making Minor Inventions for the PDF or Productivity.

Rather than a bunch of SL's and Intrigue which is trying to spread out, I'd rather we up our Advanced skills or Forging and Invention.
I disagree, our SLs power our advanced skills/training actions, and they are the most efficient possible action we can take.
 
[X] Plan Buildup Planet and Ourselves, Psyker 200
-[X][MAJOR] Crystal Research
-[X][MAJOR] Crystal Weapon Research
-[X][MAJOR] Runic Research?
-[X][MAJOR] Ship Building (Cruiser)
-[X][MAJOR] Ship Building (Escorts)
-[X][MAJOR] Invention Project- Anti Warp Corruption Artifacts that can be set around children (namely our sibling)
-[X][MAJOR] Train Intrigue
-[X][MAJOR] Train Power
-[X][MAJOR] Train: Control
-[X][MAJOR] Train: Control 2
-[X][MAJOR] Train: Control 3
-[X][MINOR] SL: Albert Salnus
-[X][MINOR] SL: Celestine Salnus
-[X][MINOR] SL: ??? Cazanus
-[X][MINOR] SL: Samantha ???
-[X][MINOR] SL: George Yorev
-[X][MINOR] SL: Emily Watts
-[X][MINOR] SL: Captain Matt of the Defenders
-[X][MINOR] SL: Gerald Newton
-[X][MINOR] SL: General Richards
-[X][MINOR] SL: Herman Jerun
-[X][MINOR] Train: Psyker Esoteric
-[X][MINOR] Train: Psyker Esoteric 2
-[X][CRYSTAL] Power


I'm down for this. We still have a lot to do in our 7 turns before WAAAAAAAAGH! and this gets some needed things out of the way.
 
Rather than a bunch of SL's and Intrigue which is trying to spread out, I'd rather we up our Advanced skills or Forging and Invention.
I have both the Forging and Invention trainer included which will boost forging by 15 each and Invention by 20 each. SL our parents helps increase the odds of training a stat (and we want the All 25), 5 of the training actions are using the crystals (the 1 free and the 4 autopass) unless I understand how to do those wrong. Captain Matt improves Perception this Turn, Samantha and one of the psyker guarantees us hitting All psyker 200 and freeing up 2 tags to be assigned to new skills. And tags can be huge. We have 6 right now and last turn gained +30 to each tagged skill from levels or 1.5 training actions per skill, so in essence from leveling we gained 9 actions last turn. Getting another 3 tags by the All 25 will make the advantage of levling even more important and in addition we get +5 more from training a skill if it is tagged. General Richards increases all of our tactics skills so by taking him we are keeping that ready for a big push before the orks come to max that out.
 
invention idea: resource processor ship, a giant cyclinder with tractor beams on one end to pull in/drag asteroids into the ship where the replicator tech breaks it down completely into raw resources to be launched back to the planets
 
In my plan above is that the correct format for shipbuilding that we can start this year (I take it battleship we cannot start until turn 11 or 12?)


Lets get our forging and invention up even higher, we are two turns by SL of getting forging All-100 and get Invention-All 100 this turn (and with the skills tagged they will grow quite a bit) which means we can create something that gives a bigger multuiplier by waiting a turn or two.

There are currently a set of cruisers being built, so a second set will have to wait until the end of next turn.
 
Are we doing an action to protect our sibling? or detect daemons better? Better yet we should be at the stage or close to it where we can actually kill daemons rather then jus banish them (or is this an advanced skill?), would be great to get that to our forces. Daemons wouldn't be so brave if they could die.
 
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Are we doing an action to protect our sibling? or detect daemons better?
I have an invention project as a major action on that so yes

@Void Stalker we get double innovation actions due to toolbots, so we can start another project with your plan.

We should think up another invention. Maybe something like a constructor ship, taking advantage of replicator tech to make shipbuilding more efficient?

Or we could start making Minor Inventions for the PDF or Productivity.


I disagree, our SLs power our advanced skills/training actions, and they are the most efficient possible action we can take.
Ah forgot about toolbots, well I am open to any suggestions, whatever people want as the second invention.
 
Plasma Weaponry sounds good, honestly I feel like we should keep one major action each turn on Invention, either starting new projects or finishing the ones underway, that allows us to progress our world while also still doing major training.
 
I'd say tri2's ship is a good bet. It provides more benefit the faster we get it.

We may be able to retrofit in plasma weapons, but we're not going to get the lost time from increased efficiency.

Both sound good though.
 
[x][Major] Crystal Research.
[x][Major] Crystal Weapon Research.
[x][Major] Runic Research?
[x][Major] Ship Building.
[x][Major] Train: Intrigue
[x][Major] Train: Intrigue x2
[x][Major] Runic Research? x2
[x][Major] Train: Combat
[x][Major] Train: Diplomacy
[x][Major] Train: Control
[x][Major] Train: Learning
[x][Minor] SL: Celestine Salnus
[x][Minor] SL: Samantha
[x][Minor] SL: Samantha x2
[x][Minor] SL: Emily Watts
[x][Minor] SL: Gerald Newton
[x][Minor] SL: Albert Salnus
[x][Minor] SL: George Yorev
[x][Minor] SL: Herman Jerun
[x][Minor] Train: Psyker: Esoteric
[x][Minor] Train: Psyker: Esoteric x2
[x][Minor] Perception: Objects
[x][Minor] Perception: Environment
 
I'd say tri2's ship is a good bet. It provides more benefit the faster we get it.

We may be able to retrofit in plasma weapons, but we're not going to get the lost time from increased efficiency.

Both sound good though.
Hmm, faster construction, yeah setting up our econ to be able to pump out lots of gear when needed. @tri2 can you expand on the ship some more and I will replace the Plasma weaponry with it in my plan. I guess plasma weapons and power armor will be after the warp protection for kids (our sibling first! GREED!) and a fabricator type ship.
 
I mean, we could also use another major action for more inventions instead of intrigue, but I do want to work towards that all-25 asap. We'll also have higher skill checks over the next few turns too.

Next turn we need to take 5 power actions though if we want to get maximum benefit from the crystals. Otherwise, every turn we lose another 100% point. I'm not totally sold on going all-in for power, but it's more appealing now that we know it applies to some project rolls.

[X] Void stalker
 
Hmm, faster construction, yeah setting up our econ to be able to pump out lots of gear when needed. @tri2 can you expand on the ship some more and I will replace the Plasma weaponry with it in my plan. I guess plasma weapons and power armor will be after the warp protection for kids (our sibling first! GREED!) and a fabricator type ship.
-literal cylinder with a closeable hatch opening on both ends
-front end of ship consists of nothing but grinders to mulch asteroids to tiny pieces which are funneled into a gravity assisted drop into a parallel series of replicators which produces either guns, parts, or raw materials en mass in fabricated crates with a simple booster engine to be stored at the very back of the ship, when back end of ship full of crates it will open in the predicted direction of the home planet and the crates will boost in its direction to be retrieved by mass cargo haulers in nearby space around the planet.
 
I mean, we could also use another major action for more inventions instead of intrigue, but I do want to work towards that all-25 asap.

Next turn we need to take 5 power actions though if we want to get maximum benefit from the crystals. Otherwise, every turn we lose another 100% point. I'm not totally sold on going all-in for power, but it's more appealing now that we know it applies to some project rolls.

[X] Void stalker
It puts our power stat at 56 if we do so, which is fewer points we have to train to 75 and 100 (yes I am ambitious to hit those). As it is I am trying to push both the All 25 State perk (we need 15 points between intrigue and diplomacy) and I want it before the Orks come as the three extra tags will help level our skills even more ( we should get good XP from that event) and I want to get to the point where we can tag our advanced skills.
 
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